We are starting our pre-production (ideation stage, if you are into buzzwords) for the next Warzone and we want to get your ideas for a new Warzone!

We have a few ideas (even got a few prototypes on the backburner) on what we would like to do and what we *think* you would like but we want to hear your ideas before we move forward with a design!

Remember when you post, the more information the better. Layout pictures and descriptions always help, some of us are visual learners =P Think about and post your thoughts on how will the scoring work? What is the goal for each player? Will some players have different goals? How can players make a come-from-behind victory? Is this fun? The more questions you ask yourself about a design that you can answer and feel good about, the better the design.

Please make sure you understand that this is not a vote. Even if there is a consensus on a specific idea that everyone wants that is no guarantee that we will develop it. Also there is no guarantee that we will develop an idea that is suggested. We want to gather ideas on what you want from the next warzone so we can make something ya'll want!

Also please note that this Warzone will not be released Live during the current Road Map.

Who cares about the 'good' players or the emotionally wounded lovers lol!? I care about me! I definitely support another objective heavy warzone. Maybe a moving objective warzone like Headquarters in Call of Duty for example. Where a specific point is highlighted and players have to cap it via novarre coast capping and control it for a certain amount of time. First time to have their control tally reach say 5 minutes wins the game. So pretty much a moving king of the hill game.

Edit: I can go into more details in a few. Just cooking something right now lol.

Have to think a little bit more about a new WZ, but one idea that I did have would be a really easy way to for the top PVP guilds to play, get back to non arena "ranked" and face off against new teams.

The simple way is to keep the PTS open specifically as a PVP zone. That way all the top guilds could have their players in 4 man premades against other top teams. They'd queue for regs and it would lead to Huttball, Voidstar, Novare, and Alderaan battles. The pros are a way to kind of bring back 8v8 ranked and have cross-server queues of talented players. It would be a really easy way for Bioware to make a PVP league of 4 man teams

There are several downsides though:
PTS gear wipes, removal of top players from existing server warzones, team comps from 4 man limit on queuing, long ping for certain geographies, lack of consumable/gear market on the GTN on the PTS

One idea that I did have for a new WZ would be to recreate the old Ilum days in a WZ. I guess in some ways this is a hybrid between Hypergate and Novare. Multiple forts that need to be captured and each fort gives a bonus to points. Incorporate the missiles from Old Ilum as the resources needed to be gathered. Don't know how to make the mechanics work, but an icy setting with a nod to old Ilum would be fun.

A deathmatch would be cool, but I can see significant downsides. What I mean here is each person gets three respawns and it's battle royale with the last survivor standing getting the win. The downside is if you die 3 times early you have to wait a long time so that means it's probably not viable. Maybe there is a way to mitigate by sending people who have died three times to a smaller side map to fight for something else. Not very helpful I know

Another idea would be something like a DPS race, I originally was thinking about infernal council. Potentially each team has a giant robot with a large HP pool. You have to run to the opposing robot and DPS it down. Robots can be healed by your team. You have a strategic choice, DPS the opposing robot or DPS the opposing team. Healers have to make a similar choice. Maybe there is a way Tanks can contribute protection to the robot, not sure. First team to dps the robot down wins, but you can slow the opposing team by killing their players and forcing them to respawn. Maybe put this in a Balmorra Robot Factory.

Another idea I had is stolen from the trenches of EC. Long trench filled with nasty adds. First team to get their whole team through the trench wins. In the trench you have to fight off the NPCs and the opposing team.

Last idea for now. Giradda's Barge. Inspiration from ROTJ. Two sail barges above a Sarlacc pit and a third neutral barge. Maybe a third neutral zone barge below. Each barge has one channeler who must stay channeled having the barge gun pointing at the neutral barge. The home barge is inhospitable because of blowing sand, but the channeled gun is protected. Each team has a short window on respawn to get out of the sand before taking damage. Kills on the neutral barge or knock offs into the sarlacc pit give your team points. The gun is like the turret in Kaon and does energy damage at a high rate. Your team can also take a risky approach of charging the opposing barge and shutting down their turret temporarily which gives an advantage in mid. I'm sure you guys could improve on this idea, but you potentially not have permanent sand and just make it intermittent on the home barges. The idea is to force action at mid and not give points on the home turret to differentiate from hypergate, so protecting home is less important although giving brief windows of opportunity to attack might be good.

We are starting our pre-production (ideation stage, if you are into buzzwords) for the next Warzone and we want to get your ideas for a new Warzone!

We have a few ideas (even got a few prototypes on the backburner) on what we would like to do and what we *think* you would like but we want to hear your ideas before we move forward with a design!

Remember when you post, the more information the better. Layout pictures and descriptions always help, some of us are visual learners =P Think about and post your thoughts on how will the scoring work? What is the goal for each player? Will some players have different goals? How can players make a come-from-behind victory? Is this fun? The more questions you ask yourself about a design that you can answer and feel good about, the better the design.

Please make sure you understand that this is not a vote. Even if there is a consensus on a specific idea that everyone wants that is no guarantee that we will develop it. Also there is no guarantee that we will develop an idea that is suggested. We want to gather ideas on what you want from the next warzone so we can make something ya'll want!

Also please note that this Warzone will not be released Live during the current Road Map.

Looking forward to reading what yall have in mind!

Cheers!

What about improving existing Warzones? If on first doors in Voidstar attacking team have a big chance of breaking them, the second doors are literally unbreakable for attacking team if the defending team knows how to play. Maybe add some obstacles between respawn of defending team and doors and/or move doors more far from each other?

I've often thought this might be the best thing to do...learning new mechanics shouldn't be part of every new WZ. It's ok to reskin the existing ones to get some variety going.

I agree. I think they've gotten too caught up on making each new warzone completely different, for the sake of "variety", when all they need to do is take some of the existing ones and retexture, shift things around, and bam you've got yourself a new warzone.

There's nothing wrong with coming out with a new game type every so often, but it seems like it's coming at the expense of regular updates. Sometimes quantity is better than quality. Quality in this case being "each warzone is a completely different game type"

In a game like battlefield you've got a bunch of different game types (e.g., Conquest, Rush, and Team Deathmatch), and each of them has multiple maps to play on. Many of them are actually just recycled across each other, but at least having the variety in each keeps things more interesting than just one dedicated Conquest map, one dedicated Rush map, and one dedicated Team Deathmatch map.

The statements and opinions expressed on these websites are solely those of their respective authors and do not necessarily reflect the views, nor are they endorsed by Bioware, LucasArts, and its licensors do not guarantee the accuracy of, and are in no way responsible for any content on these websites.

The statements and opinions expressed on these websites are solely those of their respective authors and do not necessarily reflect the views, nor are they endorsed by Bioware, LucasArts, and its licensors do not guarantee the accuracy of, and are in no way responsible for any content on these websites.